Retrolook at Fallout

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Francisco M L S G S said:
That goes for every game with or without a bad interface. As soon as you familiarize yourself with the interface, everything becomes easy and accessible. Plus, if you enjoy the game, you forget about the interface, whether it is good or bad.
I don't believe that. I wish I could dispute it but I have a tendency not to play or remember games I didn't like. I just try them and forget about them; but I do recall things that were a pain in the ass in games I otherwise enjoyed, and how they often got me furious and infringed upon my enjoyment of the game.

That said, I had no problems with Fallout's interface. It's true that there was no "proper" inventory system for NPCs, but then it's unrealistic to carry around thousands of shots for different weapons, miniguns, plasma rifles, rocket launchers with dozens of rockets, and much more all the time anyway. And so is taking an NPC's stuff after he joined your group, which you could easily do in other RPGs. Hey, maybe he wouldn't like you changing his clothes? I believe Realms of Arkania limited your ability to customize NPCs joining your party. This only applies to the single NPC slot that can be filled ingame, though. These NPCs tend to leave on their own, too. :wink:
 
Who said that stealing items back from the NPC you gave them to was supposed to be fun?

As I said before, they probably weren't meant as packmules, otherwise they would have been made like that.

No shit?

Irrelevant, and let's not forget that it IS stupid to give some people burst weapons, and that some NPCs are meant to suck.

Yes, and while some NPCs are meant to suck, there's no reason that all of them should suck with burst weapons. It squanders an entire tactical aspect.

Apparently, you've been living in video games too long. Someone decides to back you in your journeys and put their life and risk, and they're now expected to be your bitch, just because they joined you?

I'm sorry, but the real world doesn't work like that. Also, in a post-apocalyptic environment, it's pretty clear that if you give someone something, it's going to be pretty damn hard to convince them to give it back. Especially when they are following you around for no other discernable purpose than you're a great guy or something. You don't even pay NPCs or give them any real reason why they should be bullet sponges, so I really don't see why you're bitching about how they were designed.

You'll have to forgive me for wanting my games to be FUN, and not mimick the real world. Besides, your statements are contradictory. "You don't even pay NPCs or give them any real reason why they should be bullet sponges, so I really don't see why you're bitching about how they were designed." What kind of logic is that? What reason does the NPC have to join you? If they joined just because they think you're a great guy, and they brought practically nothing into the situation, what you give them should always be considered yours. NPCs should have a relationship with the Avatar, not blindly follow it into oblivion while maintaining some form of independance.

It is funny you go into this, when you earlier were basically all for excusing a transition into Baldur's Gate-style "NPCs" This makes a great deal more sense than the rest.

Is it so wrong to propose a compromise that would enhance the roleplaying experience? Stop being such an ass.

Parallel. Look it up sometime if you don't understand the concept. Just because a game might play a bit "easier" because of the interface style, that doesn't mean it is good for the game or the presentation. When you start cutting corners for the Lowest Common Denominator, you really need to ask yourself why you're wasting your time.

That's not what you said. What you said was:

By a lot of the logic have tried in this, it would seem that since Spider-Man 2 for the PC is infinitely more easy to use and has more intuitive controls (including telling you where to web swing), therefore it has a far better interface than the console versions.

Sorry, but...no. No way in hell.

You were comparing a PC interface to a console interface. That wasn't what I was talking about. Obviously it'd be easy to get confused when you use a parallel that isn't applicable to a game designed EXCLUSIVELY for the PC.

Besides, Spidey 2 was designed around a gamepad control system. Webslinging, as such, was a twitch-based function, and a part of the gameplay itself. Fallout uses a point-and-click control scheme. It's gameplay is set around a turn-based, tactical combat environment. Arguably, an interface that streamlines the system and doesn't waste time implementing the same commands is better than the interface that wastes your time.
 
If you don't like party members bursting you, stay the fuck out of the firing line. In fact, never get between a shooter and his target, in real life or in a game. I wish players would stop bitching about being caught in the crossfire...
 
In fact, never get between a shooter and his target, in real life or in a game.

If you move in front of a party member before he fires, arguably in a turn-based environment the NPC would be acting on the assumption that you weren't going to walk in front of him, then the action is justified. If, however, you're standing in front of him to begin with, and he lacks the discretion not to spray you in the back at the start of the turn, then there's plenty to bitch about.
 
when i played fallout 2 the inventory, the interface was perfect for me i played it first time in my life and i knew what to do and what butons to push.well but i just found a site and downloaded fallout and the only thing that sucked was that the new things were at the botom of the inventory and yuo needed to barter with youre NPC.Fallout ruled and will rulle for it is the monther of RPG (or father if you wish).
 
No problems with FO2 interface, maybe an "organize" function for the inventory would be nice, but after you got the car you could just stash all the moderately useless stuff on the trunk (provided it didn't disappear) wich alleviated the problem a bit. Only other gripe of mine was with the quicksaving, since you needed to assign a slot, and after any save/load operation you had to point to the quick save slot again, but that is fairly minor. However your teammate interface in FO1 was a complete wreck (besides the useless tell me function, and a few other things).

My PC ain't that fast (athlon xp+ 1600) but i've had no trouble running either of the games under Win XP (that is a *lovely* OS as far as i'm concerned)
 
Playing Fallout 1 then playing Fallout 2 really does show the improvements to the interface (the 'Take All' button being the main example in regards to the inventory). Although i think some streamlining could improve the interface. For instance, the mouse wheel button could be used to scroll the inventory; and a highlight function, to properly identify items on the ground, should be included.

Of course, i'm suggesting this with the Fallout engine in mind. These would probably only make sense if Fallout 3 used the Fallout engine.
 
Bradylama said:
Who said that stealing items back from the NPC you gave them to was supposed to be fun?

As I said before, they probably weren't meant as packmules, otherwise they would have been made like that.

No shit?

Then why are you still in denial as to how they were made? Do you have some serious idea as to what "NPC" means? It doesn't mean "another Baldur's Gate style fighting packmule". You are the one with contradictions, because you'll say that yes, of course they weren't meant as packmules, but then on the same note, you'll bitch about having to steal from them in order to get the items you want back.

Are you done running in circles, yet?

Yes, and while some NPCs are meant to suck, there's no reason that all of them should suck with burst weapons. It squanders an entire tactical aspect.

Yes, it squanders an entire tactical aspect of having a teammate just as good and competent as you when the setting was a lone wanderer with some following NPCs.

You'll have to forgive me for wanting my games to be FUN, and not mimick the real world.

You're quite right. At this point, I would like to note that with Bethesda getting the Fallout license, you can have all the munchkinish hacks you want in the game to your heart's content. Judging from Morrowind, you'll have more than enough to turn the NPCs into packmules. Have fun.

Besides, your statements are contradictory. "You don't even pay NPCs or give them any real reason why they should be bullet sponges, so I really don't see why you're bitching about how they were designed."

How is that contradictory? On the rare chance that you do give them money to join, they are still following someone across the wasteland, often regardless of what said someone does, and at risk of their life.

What kind of logic is that? What reason does the NPC have to join you? If they joined just because they think you're a great guy, and they brought practically nothing into the situation, what you give them should always be considered yours.

Pardon me, but how does your skewed and poor observation with human behavior have anything to do with NPC design?

NPCs should have a relationship with the Avatar, not blindly follow it into oblivion while maintaining some form of independance.

It's funny that you're actually contradicting yourself, as first you want them to be fighting packmules, and next you say they should have a relationship. Disregarding the shitty Baldur's Gate love-interest scheme in regards to "relationship", the NPCs still do have a relationship. They are people who have decided to follow some wandering nobody in the wasteland, maybe they show they are a good guy, who knows. The wanderer gives them something to defend themselves with, they're going to tend to keep it.

I would also like to point out that in Ultima's setting, since you decide to mention the Avatar, he's an important and legendary figure.

Who are you in Fallout? Thanks for playing, but you're stretching credibility of character design. You are also even more amusing given the designs of .hack. Those had real NPCs, because the game was simulating a MMORPG environment (debatable, but the base mechanics were there, if only they had expanded more upon it so it wouldn't feel so shallow in otther regards) and therefore they should be treated as independently-thinking people. What you gave them, they kept, and you could bater for other items.

It might be up to speed and simple in interface enough for you to enjoy, so give it a whirl. People who play the game apparently don't have a problem understanding the reason why they want to keep the items you give them. Apparently "NPC" in computer games, thanks mostly to BioWare, has become a definition of a packmule that joins you, says some things, and is otherwise a meat shield at your disposal.

I also think that your idea of being able to take anything that you give to an NPC is kind of funny. Your NPCs might have a disagreement with you about that, because hey, THEY AREN'T YOU. For the last time, learn what NPC means. It doesn't mean someone who joins the group.


Is it so wrong to propose a compromise that would enhance the roleplaying experience? Stop being such an ass.

A compromise that basically ignores, and basically turns them into every other skewed method of "NPC" presentation in BioWare's style. Namely, in being a fighting packmule. If that's what your looking for, might I suggest you go play that and leave the topic of real NPCs to those of us who are able to understand the concept?

Parallel. Look it up sometime if you don't understand the concept. Just because a game might play a bit "easier" because of the interface style, that doesn't mean it is good for the game or the presentation. When you start cutting corners for the Lowest Common Denominator, you really need to ask yourself why you're wasting your time.

That's not what you said. What you said was:

By a lot of the logic have tried in this, it would seem that since Spider-Man 2 for the PC is infinitely more easy to use and has more intuitive controls (including telling you where to web swing), therefore it has a far better interface than the console versions.

Sorry, but...no. No way in hell.

You were comparing a PC interface to a console interface. That wasn't what I was talking about. Obviously it'd be easy to get confused when you use a parallel that isn't applicable to a game designed EXCLUSIVELY for the PC.

No, that WASN'T what I said. All your pathetic understanding could do is see "PC" and "console" and you've managed to grunt something out in reply to those simple topics. I even clarified myself for your benefit and you still try to resemble something single-celled.

Read next time and get a cluepon about NPC and interface design, or don't bother replying. Either that, or I can be really condescending as I tear apart your straw man argument if you would like.

Besides, Spidey 2 was designed around a gamepad control system. Webslinging, as such, was a twitch-based function, and a part of the gameplay itself. Fallout uses a point-and-click control scheme. It's gameplay is set around a turn-based, tactical combat environment. Arguably, an interface that streamlines the system and doesn't waste time implementing the same commands is better than the interface that wastes your time.

Are you done yet, or do we have to wait another couple of pages for the discussion to sink in? I posted a perfect parallel to one of the earlier game issues mentioned, one that would have been quite obvious had you bothered to read what I wrote and didn't immediately assume that I was basing the parallel around twitch gameplay. No, that is not what I wrote, as can easily be verified above. The true irony is that if you did know the basic aspects of the games I made a parallel to, then you'd understand exactly what I was saying. Here's a hint, it has something to do with context menus.
 
well, i think that if your point made any sense, the NPC who wouldn't give your items back wouldn't accept them in the first place.

example 1:

you:can you carry this for me? *hands some heavy junk*
NPC: f*** you man, i'm not a f***ing packmule, do i look like a f***ing packmule to you man? f***ing ****head.
you:*bursts bozar*

example two:

you: can you carry this for me? *hands some heavy junk*
NPC: of course!

hours later...

you: can i have it back?
NPC(encumbered): course...not man...*falls at the heavy weight*
this is the... wasteland man, things are hard... i'm not giving it back to you...even if it is some... worthless heavy junk... even if you saved me... from some slavers...
*collapses and dies*

it's funny that a badly implemented npc inventory could look as a "deep and well thought feature", but whatever floats your boat man, no need to die for the game.

and by the way, when i got fallout (before the first patches) i lost my saves twice due to some bug, but it didn't stop me from finishing it(many times till today). the FO devs, may not be too good at bug squashing, but they nail down history and gameplay like no other.
 
Egis said:
well but i just found a site and downloaded fallout

Pirates aren't welcomed here, we do not condone pirate warez. Buy the damn game, it's not that expensive..
 
I never had a problem with the FO interface, and I didnt even bother to read the manual til after beating both games.
 
Then why are you still in denial as to how they were made?

???

While I recognize the roleplaying aspects of it, it's not exactly fun.

Exactly how is that denying the intent?

Do you have some serious idea as to what "NPC" means? It doesn't mean "another Baldur's Gate style fighting packmule". You are the one with contradictions, because you'll say that yes, of course they weren't meant as packmules, but then on the same note, you'll bitch about having to steal from them in order to get the items you want back.

The NPC is a non-player character. As in a character in an environment that operates independant of the control of the player. They are both NPCs, and members of your "party." Your entourage. Your, whatever.

Yes, it squanders an entire tactical aspect of having a teammate just as good and competent as you when the setting was a lone wanderer with some following NPCs.

Yes, it squanders an entire tactical aspect. It forces the player to use burst weapons only if they don't have NPCs, because otherwise they'll do something stupid and get themselves shot.

You're quite right. At this point, I would like to note that with Bethesda getting the Fallout license, you can have all the munchkinish hacks you want in the game to your heart's content. Judging from Morrowind, you'll have more than enough to turn the NPCs into packmules. Have fun.

I don't give a fuck who develops the game. I just don't want Absolute Realism. Then again, the game is in a FICTIONAL SETTING. Mimicking the real world becomes a moot point when the game's situation is unlike anything humans have ever had to endure.

Pardon me, but how does your skewed and poor observation with human behavior have anything to do with NPC design?

Absolutely nothing. But if the NPC followed you for protection wouldn't it be logical that what you said goes? They're following you into the wastes. The absolute nothing. They recognize you as the leader, why shouldn't your commands dictate their actions?

Also, as an aside, I hated Baldur's Gate.

It's funny that you're actually contradicting yourself, as first you want them to be fighting packmules, and next you say they should have a relationship. Disregarding the shitty Baldur's Gate love-interest scheme in regards to "relationship", the NPCs still do have a relationship. They are people who have decided to follow some wandering nobody in the wasteland, maybe they show they are a good guy, who knows. The wanderer gives them something to defend themselves with, they're going to tend to keep it.

I never said that they should be pack mules, I said that they shouldn't be how they were implemented in Fallout because it was TEDIOUS.

I would also like to point out that in Ultima's setting, since you decide to mention the Avatar, he's an important and legendary figure.

An avatar is a representation of an entity in a world not it's own. In Ultima the avatar was a literal application of the word, as the player is assumed to have been sucked into Brittania through his computer screen. In Fallout the avatar was the Vault Dweller. Although the Vault Dweller is a pre-determined role, the Vault Dweller himself, is you.

Who are you in Fallout? Thanks for playing, but you're stretching credibility of character design. You are also even more amusing given the designs of .hack. Those had real NPCs, because the game was simulating a MMORPG environment (debatable, but the base mechanics were there, if only they had expanded more upon it so it wouldn't feel so shallow in otther regards) and therefore they should be treated as independently-thinking people. What you gave them, they kept, and you could bater for other items.

I don't think a virtual social environment accurately mimicks social interaction in the post apocalypse. Seeing as how nobody is at risk of losing their lives. Or their worldly possessions. The entire world is an abstract.

It might be up to speed and simple in interface enough for you to enjoy, so give it a whirl. People who play the game apparently don't have a problem understanding the reason why they want to keep the items you give them. Apparently "NPC" in computer games, thanks mostly to BioWare, has become a definition of a packmule that joins you, says some things, and is otherwise a meat shield at your disposal.

Minus the packmule portion, how exactly is that not like the NPCs in Fallout? All you've done is add packmule.

I also think that your idea of being able to take anything that you give to an NPC is kind of funny. Your NPCs might have a disagreement with you about that, because hey, THEY AREN'T YOU. For the last time, learn what NPC means. It doesn't mean someone who joins the group.

Certain NPCs can disagree, others may not. But the charismatic can convince anybody to do anything, I don't see how my suggestion is so terrible. See, this entire discussion is based around conflicting matters of opinion.
 
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